# MountBladeWarband v2 preset by notahuman
# https://notabug.org/notahuman/presets

# Several texture packs for Viking Conquest are included. To install them, extract to "Modules/Viking Conquest/Textures".
# The purpose of these texture modifications is to allow bloom to be used more selectively, making it possible to tune MagicBloom much higher than otherwise without causing blindness in most scenarios.
# The first two are recommended while the last one is optional.
#
# Name           | Description
# VC_UI_Textures | MagicBloom-friendly UI. Bonus: UI shield color changes based on shield health.
# VC_SunAndSnow  | Darker sun & snow for high bloom
# VC_ShinyMetal  | Brighter metal textures
#
# Ingame AA OFF
# Ingame HDR low (swaps out textures for HDR-friendly ones)
# For texture modders: Save DDS textures as "BC3 / DXT5".

## IMPORTANT: ##
# NFAA must be installed separately, it's not included in the crosire/reshade-shaders repository.
# If any of the shaders below do not exist, you will get a blank screen when launching the game.
# vkBasalt does not have fancy error handling, so you will have to launch from a terminal and look for error lines like "vkBasalt err: failed to load shader file".

#effects = smaa:NFAA:Clarity:MagicBloom:FakeHDR
effects = smaa:NFAA:Clarity:MagicBloom

# Source: https://github.com/BlueSkyDefender/AstrayFX
NFAA       = /home/user/.config/reshade/AstrayFX/Shaders/NFAA.fx
# Source: https://github.com/crosire/reshade-shaders
Clarity    = /home/user/.config/reshade/shaders/Clarity.fx
MagicBloom = /home/user/.config/reshade/shaders/MagicBloom-optimized.fx

reshadeTexturePath = "/home/user/.config/reshade/textures"
reshadeIncludePath = "/home/user/.config/reshade/shaders"

## NFAA ##
AA_Adjust=13
#AA_Adjust=19
Mask_Adjust=0.207197

## Clarity ##
# radius 1 is ok, 4 is overkill
ClarityRadius=2
#ClarityRadius=1
#ClarityOffset=0.3333331
ClarityOffset=0.2222219
# blend mode 1 ~= 3
# modes 3, 4, 5 are good
ClarityBlendMode=5
#ClarityBlendIfDark=0
ClarityBlendIfDark=37
#ClarityBlendIfLight=191
ClarityBlendIfLight=241
# If you set this too high, some textures will look flat and washed out (oversharpened like an inverse depth-of-field effect).
# great
#ClarityStrength=0.5599999
ClarityStrength=0.666667
ClarityDarkIntensity=0.0
#ClarityDarkIntensity=0.17
# great
#ClarityLightIntensity=0.41
ClarityLightIntensity=0.71

## MagicBloom ##
#fBloom_Intensity=2.93207
#fBloom_Intensity=3.333331
fBloom_Intensity=3.75709

# Bloom sensitivity - lower is more sensitive. Cap is higher than 10.
fBloom_Threshold=3.947
#fBloom_Threshold=4.53227

#fAdapt_Speed=0.007
fAdapt_Speed=0.00283

fAdapt_Sensitivity=0.205559

#iAdapt_Precision=0.1
iAdapt_Precision=0.5

## SMAA ##
#smaaEdgeDetection changes the edge detection shader
#luma  - default
#color - might catch more edges, but is more expensive
smaaEdgeDetection = luma

#smaaThreshold specifies the threshold or sensitivity to edges
#Lowering this value you will be able to detect more edges at the expense of performance.
#Range: [0, 0.5]
#0.1 is a reasonable value, and allows to catch most visible edges.
#0.05 is a rather overkill value, that allows to catch 'em all.
# great
smaaThreshold = 0.03333331

#smaaMaxSearchSteps specifies the maximum steps performed in the horizontal/vertical pattern searches
#Range: [0, 112]
#4  - low
#8  - medium
#16 - high
#32 - ultra
# great
#smaaMaxSearchSteps = 19
smaaMaxSearchSteps = 11

#smaaMaxSearchStepsDiag specifies the maximum steps performed in the diagonal pattern searches
#Range: [0, 20]
#0  - low, medium
#8  - high
#16 - ultra
# great
smaaMaxSearchStepsDiag = 7

#smaaCornerRounding specifies how much sharp corners will be rounded
#Range: [0, 100]
#25 is a reasonable value
smaaCornerRounding = 23


depthCapture = off
toggleKey = Insert
